Tree of Savior Forum

KToS General Thread v4.0

i would also like to add why would they add such high skill investment in some skills like aspersion and last rites when they could have made them have lower skill investment while allowing the player to pick some more useful skills.

if they did this it would make more sense

Binatio 15 Levels
Visible Talent: 5 Levels Same cooldown as now (Shorter cooldown 2 seconds x per level)
Last Rites: 5 Levels (make it scale like sacrament but from strength)
Aspergillium: 10 Levels (Physical Damage Scaling)
Capela: 15 Levels (Same Damage bonus scaling across all levels +100%, more levels more uptime, only effects the chaplain)
Paraclitus Time: Class attribute when you crit you gain its effect for 4 seconds, same effect ( can only get it after level 350)

Not really.
They’ve always separated bonus/additional property attack/normal dmg rather consistently.
The only thing I can think of that actually boosts additional property attack is the reduced resistances and bonus dmg, both are flat additions. A generic Holy dmg boost is far better.

They should just rework last rites into something that actually scales of whatever the main stat of chap is supposed to be. Though I’m not sure 2nd hit lines can be anything but additional property atk?
Or just give it an inherent dmg boost if capella is active and let it scale off different stats, should also be possible.

Visible talent is fine, as it’s based on the dmg you deal with last rites/aspergillum auto’s to begin with. So if those are boosted it itself also benefits. (it just won’t double dip)

im surprised no one on ktest has not tested this but capela and an exo in party to see if capela will give the exo 100% damage. since its an aoe buff for 100% more holy damage

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I would like to expand on the point you made about skill investment since I noticed the same.

Some classes like Warlocks or Oracles have an easy time getting almost all of theirs skills maxed while for example corsairs and alchemists got additional skill levels on some skills like hexen dropper and alchemistic missile while receiving new skills on top of it and thus can hardly max 3 skills to work with in total. This seems like a design flaw.

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This had always had my eye twitch from the start. Elemental damage is elemental damage. There was no need to separate them (IMHO). I’ll keep saying it even if they don’t listen. Every time you have to make exceptions to your own rules, it becomes more and more apparent how bad the design is.

@Sabin
The tanking buff is probably needed with the higher damage and changes to tank classes, like how they divided them now into AoE and Single tanking.

@crevox
Do you know the current values as well for a comparison?

@Zenigame
I think they reduced the damage on smaller hits because they procc all kinds of flat damage like Pardoner shop buffs and it makes the feeling of higher xxxx% attacks better when they hit hard and visibly due to their higher cooldown.

@c2gaming.seetoo
You should consider that “900+” SPR is definitely gone or at least very hard to acquire because the stats are more automated.

@lastea
I noticed this as well and it seems like skills are missing or some skills need more skill levels. Necro as well got points freed up to kinda force them into specific skills that you normally wouldn’t take. It will make the builds really “samey” for certain classes. =/

@Wurmheart
This system is just confusing. At least use names that make clear what is what. Otherwise people will always waste points on skills like “Entchant Fire” despite like 200 flat fire damage is nothing if you are hitting for 40k anyway. The idea of flat damage you apply is not bad but they need to make it more clear and make both a viable way of play, maybe give each buff different versions to choose from in attributes or whatever.
I personally prefer to get 240 Attack more on my fire Spells than 200 flat, direct fire damage on each hit I do.
At the same time, now that “Entchant Fire” seems to buff summons the flat damage actually has a use as Summons (outside fire Summons maybe) only can make use of flat, direct damage.

My point is vendors can still gear for it with little to no detriment to themselves. Should a chaplain decide to gear for SPR, that’s 1 line of stats that isn’t anything else. So unless a fully geared vendor will provide less than Last Rites values of Sacrament, Last Rites will never get used.

What about SR? I’ve seen some vids showing a Thauma-Enchanter-SR limacon glitched AF! Also, how does Marching Fire and Wild Shot works now? I ask that because these skills used to require 2 weapons to use, as crossbows and guns held in both hands, even the animation shows clearly the crossbow in one hand and the pistol on another, did they change that? Is Marching Fire now a single hand skill? You know, you can’t use a sword for that!! Obviously!

As the testers showed so far, both work fine with a pistol on the right hand. It seems Scout also has an auto swap passive like archers. As for the mechanic, is the same as before, and only hitting 15 enemies max.

every classes have auto swap now :wink:

i tried it today on ktest.

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Fireball looking really good now since it keeps exploding with most AoE skills that stays on ground.

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oh it was sand storm makes it exploding.

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What “most”? Wasn’t it all just sand storm? That + PP just makes 2.

Makes thematically sense in the way of “Dust explosion”, one of the worst kind you can get. Will be interesting what other combinations will emerge now and in the future. =P
Wish there was a way to easily find out the combinations that are possible. But the developers are so inconsistent that logical skill combinations sometimes don’t work and you wasted time and money to try it.

I wonder if this combinations is possible right now as well.

Already makes me sad that I can’t combine all the classes I want. I wanted my Fire character to go Pyro, Sage, Kino. But with Elementalist being so strong and the Storm Cloud interaction. =x

ive seen it work with fire pillar and flame ground

Aren’t you maybe confusing this for the Elementalist passive? “If something dies due to fire damage there is a 30% chance you do 80% splash damage around the target”.

Yeah I could swear it worked with fire pillar as well, but I can be wrong…

What is the purpose of using a staff now instead of rod + shield for wizard after the updates. First of all, quick cast is removed from wizard (given rod mastery instead for the base class which reduces 30 percent cast time) and is now chronomancer’s. Why use a staff (which is a weapon exclusive to wizard) when you can use rod + shield (blue gems will be giving MATK on offhand) with no real drawbacks ?. Generally speaking, if ones were to go rod+shield combination, they would be having around +/- 10 percent less MATK than using a staff (not to mention the really high physical defense from wielding a shield after the buffs to legend tier gears).

I dunno about flame ground, but @kazekumo15th’s video at around 0:50 shows that fire pillar does not trigger the effect. The video shows sand storm being cast at 0:52 and that causes the explosion effect.